Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
October 31, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Video: One hour, ten great European indie game design talks  
by Staff [10.13.14]
Watch the first-ever GDC Europe Innovative Games Showcase, a curated exhibition of innovative or experimental games, with 10 microtalks from indie developers about new approaches to design.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video, Vault

No more fire & ice: Rethinking RPG magic 34
by Gamasutra Community [10.13.14]
"Offhand can you think of any RPG where the first offensive spell you learn is NOT 'Fireball' or something similar? Itís disturbingly difficult."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

10 days with the deep-sea bluffing game Subterfuge Exclusive 2
by Mike Rose [10.13.14]
I'm tangled in a web of lies, and I might just get away with it. This is Subterfuge, a mobile real-time strategy game designed by World of Goo's Ron Carmel and Casey's Contraptions' Noel Llopis.
Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Video: Reinventing slumber party games with Bumpie's Party  
by Staff [10.10.14]
In this GDC Europe 2014 talk, Spin the Bottle: Bumpie's Party developer Lau Korsgaard argues that 'slumber party' games grow up with players, but they also help the players themselves grow up.
Console/PC, Design, Video, Vault

Get a job: Petroglyph is hiring a Network/Web Programmer  
by Staff [10.10.14]
Have experience developing network tech for games? Grey Goo developer Petroglyph Games is hiring a network/web programmer to work in its Las Vegas studio.
Console/PC, Programming, Design, Recruitment

Don't Miss: Hall and Romero's video postmortem of Doom 2
by Staff [10.10.14]
Designers John Romero and Tom Hall deliver a postmortem on their seminal first-person shooter, Doom in this free video recorded during GDC 2011.
Console/PC, Design

Why elegance matters: The lifecycle of games 11
by Gamasutra Community [10.10.14]
"The best games provide their players with a constantly efficient, yet long-lasting, learning experience... They are easy to learn and a pleasure to master."
Console/PC, Smartphone/Tablet, Design

Psychology and Destiny's loot system 7
by Gamasutra Community [10.10.14]
The psychology of random drops versus expected loot: "Turns out it was the ones who didn't know which prize they were going to get" are happier, at least in an experimental setting.
Console/PC, Design

Blog: Are dynamic goals the next step in innovating achievements and trophies? 4
by Gamasutra Community [10.10.14]
"I enjoy collecting trophies more than ever, thanks to Sonyís implementation on the PS4 and their ability to show how rare those trophies are, but there's still room for innovation."
Console/PC, Smartphone/Tablet, Design

Building Beyond Earth atop the Civilization codebase Exclusive 2
by Alex Wawro [10.10.14]
The co-designers of Firaxis' upcoming strategy game explain how they went about building the game as designer/programmers, mucking about in the decade-old Civilization codebase in the process.
Console/PC, Design, Exclusive

Video: Sid Meier encourages developers to be ready for failure 1
by Alex Wawro [10.09.14]
XCOM: Enemy Unknown designer Jake Solomon speaks with Firaxis cofounder Sid Meier about the veteran game developer's career and his philosophy of game design.
Console/PC, Design, Production, Video

The four types of metafiction in video games 1
by Gamasutra Community [10.09.14]
"Metaficiton can have a grand impact on the future of video games. There is the potential for deepening story, strengthening audience to narrative ties, and increasing player immersion within the game."
Console/PC, Design

GDC Next debuts talks on audio for indies, social gameplay design  
by Staff [10.09.14]
Uken Games' Owen Lawson and Hexany Audio creative director Richard Ludlow are coming to GDC Next this year to share tips on designing social gameplay and crafting great audio on an indie budget.
Console/PC, Social/Online, Indie, Audio, Design, Business/Marketing, GDC Next

Creating tension through decision-resolution cycles 4
by Gamasutra Community [10.09.14]
How game design works on the human brain, as illustrated by a board game classic: "Ticket to Ride is great at creating tension. You see what you want but youíre blocked from doing it."
Console/PC, Smartphone/Tablet, Indie, Design

'Nobody in this industry knows what they're doing' (and that's not always a bad thing) 4
by Kris Graft [10.09.14]
When it comes to video game design, you can have 20 years of experience, but still have a lot to learn.
Console/PC, Social/Online, Design

Game creation for the masses: What's next for Twine Exclusive 2
by Leigh Alexander [10.09.14]
As Twine's version 2.0 enters beta, creator Chris Klimas reflects on the game creation tool whose role and impact he could never have anticipated -- and how many more potential creators remain to be reached.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Exclusive

The Myst-inspired visuals of For Each Our Roads of Winter Exclusive  
by Mike Rose [10.08.14]
Game jam enthusiast Orihaus has been lauded for his visual style in the past. With this is mind, it's not surprising that he's decided to put visuals first with his latest project, For Each Our Roads of Winter.
Console/PC, Indie, Art, Design, Exclusive, Video

Get a job: Red Storm is hiring a Senior Level Designer  
by Staff [10.08.14]
Got a knack for multiplayer level design? Ubisoft's Red Storm Entertainment is looking to hire an experienced level designer to work alongside the team in the company's Cary, NC office.
Console/PC, Design, Recruitment

Blog: What game developers should learn from Nintendo 10
by Gamasutra Community [10.08.14]
One developer shares lessons he believes we can learn from Nintendo's work that might improve not only our games, but the industry as a whole.
Console/PC, Design

Paying to win: Guild-vs.-guild events 3
by Gamasutra Community [10.08.14]
In this inside look at what it's like to be a high value player, I spend $200 and five-and-a-half hours to help my guild top the charts in a three-day event, in a build-and-battle style game.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing